Tuesday, May 12
Sunday, April 19
Inspiring Gaming Cakes

Check them out!
My favorite, of course is this Carcassonne cake! Inspiring...I might have to try one myself.
Saturday, April 18
Also Last Weekend
Last Saturday was the first Family Game Day at my church. Organized by myself and a gaming friend met through yet another gaming podcast, Garrett's Games and Geekiness. We had twenty folks total, including the organizers and the baby, which was a great turn out for the first time, I think.
The age range was younger than I had hoped, one part of my plan is to get more teenagers involved (including MINE!), but that will come in later months. It was nice that the youngsters attending were roughly in the same age range, around K-3, so they could play the same types of games. I got to play Jumpin' Monkeys, Bat Man Uno (The BFF, when told this, replied 'you hate Uno' which is true, but I adore these kiddos!), my thrift store gold find Poppa's Pizza Topple, and even played a little Seismic, after taking out all the earthquakes and workers. It actually was great as a puzzle game, with it's hexagon pieces, and different amounts and styles of roads on each piece.
Also exciting was seeing a table of adults playing together, their children all at different tables playing other games.
A nice time was had by all. And next month, maybe I can drag my own kids? *fingers crossed*
The age range was younger than I had hoped, one part of my plan is to get more teenagers involved (including MINE!), but that will come in later months. It was nice that the youngsters attending were roughly in the same age range, around K-3, so they could play the same types of games. I got to play Jumpin' Monkeys, Bat Man Uno (The BFF, when told this, replied 'you hate Uno' which is true, but I adore these kiddos!), my thrift store gold find Poppa's Pizza Topple, and even played a little Seismic, after taking out all the earthquakes and workers. It actually was great as a puzzle game, with it's hexagon pieces, and different amounts and styles of roads on each piece.
Also exciting was seeing a table of adults playing together, their children all at different tables playing other games.
A nice time was had by all. And next month, maybe I can drag my own kids? *fingers crossed*
Labels:
board game,
card game,
Game Day,
story
Game Session: Killer Bunnies in Space
OK, I know that's not the real title of the game, but that's what I keep calling it. It's Killer Bunnies and the Journey to Jupiter. There, happy? ;p
Our monthly family game day, SSG@B&S (Second Sunday Gaming at Bryan and Shelly's) happened to fall on Easter, and without really thinking about it, I had been having a hankering to try Killer Bunnies in Space again. Then I also had a hankering to make deviled eggs...so Killer Bunnies and deviled eggs...On Easter...stereotypical much, shell?
Those present for our gaming, The BFF, The Artist Extreeme, and myself, agreed we all wanted to try KB and the J to J again, so we reread some of the spacey rules, and got the game set up. We have a good sized table, but this is one game that makes us wish for a larger one! There is so much stuff, and we didn't even have room for the organizing/cheat sheets we like to use for regular KB.
The game itself is fine, on the second playing, not counting the rules issues, it went much faster. We didn't get into any one-on-one combat, mostly because you have to be right next to the other player, and we were mostly all over the board. I almost wish the game would have taken longer, so we could have each gotten more ships on the board. I think each player getting 2-3 ships out there would be awesome, as it was, we each barely got a second ship out, and each lost the second ship pretty quickly. In the end, we each had two carrots, having decided at the beginning to play only six (duh! six carrots divided by three players...wasn't the best planning) The BFF had the 'magic' carrot, so he officially won.
Now about those rules issues. Or a sidebar dovetailed before the rules issues. I've been listening to and LOVING The Speil podcast for a few months now, including listening to the old shows, one of their segments is the Game Sommelier, trying to find the right game for the right group, and I've been attempting to think in sommelier terms when I'm picking games. [/sidebar]
This game, with these players, the sommelier didn't do such a great job. For one, all three of us tend to be 'rules lawyers', a phrase we've coined in our house, sometimes there can be more looking up clarification of rules than actually playing, or so it seems. I've tried to implement the idea (that I think I got from the On Board Games podcast) of just play it for now how the players agree the rule should be played, and take the extra time to look it up LATER, and most times that works ok most of the time. Unfortunately, we also had the Problem of Three working against us that day. The problem of three was first taught to me by my dad, who once, thirty something years ago, wouldn't let me do some activity with the two neighbor girls, because there would be three of us, and (paraphrasing) "when there's three, it's too easy for two to gang up against the other one." Even at that tender age, I knew this to be true, I had seen it already with these same girls, and it's something that I've always kept in mind with my own kids, and in the rest of my life.
In the case of a rules-lawyery kind of game, combined with the Problem of Three, it wasn't the most fun game session we've had. Another learning curve for the game sommelier in me.
After we ate (sandwiches and deviled eggs, of course), we played Dominion, which was a much better choice game for the three of us.
Our monthly family game day, SSG@B&S (Second Sunday Gaming at Bryan and Shelly's) happened to fall on Easter, and without really thinking about it, I had been having a hankering to try Killer Bunnies in Space again. Then I also had a hankering to make deviled eggs...so Killer Bunnies and deviled eggs...On Easter...stereotypical much, shell?
Those present for our gaming, The BFF, The Artist Extreeme, and myself, agreed we all wanted to try KB and the J to J again, so we reread some of the spacey rules, and got the game set up. We have a good sized table, but this is one game that makes us wish for a larger one! There is so much stuff, and we didn't even have room for the organizing/cheat sheets we like to use for regular KB.
The game itself is fine, on the second playing, not counting the rules issues, it went much faster. We didn't get into any one-on-one combat, mostly because you have to be right next to the other player, and we were mostly all over the board. I almost wish the game would have taken longer, so we could have each gotten more ships on the board. I think each player getting 2-3 ships out there would be awesome, as it was, we each barely got a second ship out, and each lost the second ship pretty quickly. In the end, we each had two carrots, having decided at the beginning to play only six (duh! six carrots divided by three players...wasn't the best planning) The BFF had the 'magic' carrot, so he officially won.
Now about those rules issues. Or a sidebar dovetailed before the rules issues. I've been listening to and LOVING The Speil podcast for a few months now, including listening to the old shows, one of their segments is the Game Sommelier, trying to find the right game for the right group, and I've been attempting to think in sommelier terms when I'm picking games. [/sidebar]
This game, with these players, the sommelier didn't do such a great job. For one, all three of us tend to be 'rules lawyers', a phrase we've coined in our house, sometimes there can be more looking up clarification of rules than actually playing, or so it seems. I've tried to implement the idea (that I think I got from the On Board Games podcast) of just play it for now how the players agree the rule should be played, and take the extra time to look it up LATER, and most times that works ok most of the time. Unfortunately, we also had the Problem of Three working against us that day. The problem of three was first taught to me by my dad, who once, thirty something years ago, wouldn't let me do some activity with the two neighbor girls, because there would be three of us, and (paraphrasing) "when there's three, it's too easy for two to gang up against the other one." Even at that tender age, I knew this to be true, I had seen it already with these same girls, and it's something that I've always kept in mind with my own kids, and in the rest of my life.
In the case of a rules-lawyery kind of game, combined with the Problem of Three, it wasn't the most fun game session we've had. Another learning curve for the game sommelier in me.
After we ate (sandwiches and deviled eggs, of course), we played Dominion, which was a much better choice game for the three of us.
Labels:
board game,
game session,
SSGatBandS,
story
Thursday, April 9
MEEPLES!
More photos will be coming, that's part of the reason I bought them.
Tuesday, March 24
Zoinks!!
What happens when games sit too close together on the shelf? They intermingle! Oh, NO!!! Scooby Doo and the gang (and the ghosts) from Scooby Doo Hide and Shriek have invaded Ghost Stories! Will they rip the fake mask off Wu-Feng only to hear him hollar "You meddlin' kids!!" (while shaking his fist, of course)
Monday, March 23
2 Player Ghost Stories
The BFF and I tried Ghost Stories yesterday as a two-player game. My overall reaction: wait for another two people.
The first game, we played by the official two player rules, each player takes one random board, across from each other, and the other two boards are randomly placed on the sides. The two non-player boards still play, but in a modified way; they only do their 'bad' stuff!
Backing up a little, in regular play, each player has two phases, the Yin where they have to do ghosty stuff, draw an additional ghost card, move ghosties up, haunt villagers, roll the curse die, fun bad stuff like that. The Yin phase is followed (again, in regular play) by the Yang phase, in which you get to move your pawn and either use the villager power you land on, or try to exercise the ghosty in front of you. So in normal four player mode, all four players get both phases.
Except in two player, you get all four times worth of bad stuff, with only two times worth of good stuffs! Sure, you can occasionally use abilities from the two non-player boards, but that doesn't work out very often. So without a full compliment of good things that can happen, the game was pretty slanted straight down into hell. It definitely made me not want to try the solo play (right on the week I have time to try solo games!)
The second time we played two player, we did it our own way: we each played as two players. We both had assumed that this would be the official rule until we read it. So it felt much more balanced, getting four times the good along with four times the bad. We still didn't win! We were doing a little better at the beginning, keeping the villagers unhaunted, and killing off the ghosties as they came out, but a couple times when drawing the required ghost caused another, then ANOTHER ghost to come out, and all-of-a-sudden we were down to the big baddy. And he was really big and really bad. We actually got the last 10 ghosties on the board after him, so we actually lost on the ghost deck being expired.
Funny side note: The BFF always wants to play green in whatever game we are playing (I always want purple, if you're keeping score), but with all four times of playing Ghost Stories, we've handed out the boards completely randomly, like shuffled behind my back and tell me when to stop and tell me a number and I'll count from there, randomly. And every time he's gotten green. At least in the last game, he got to play something in addition to green, but green still came up for him first.
Green must want to play him, too.
The first game, we played by the official two player rules, each player takes one random board, across from each other, and the other two boards are randomly placed on the sides. The two non-player boards still play, but in a modified way; they only do their 'bad' stuff!
Backing up a little, in regular play, each player has two phases, the Yin where they have to do ghosty stuff, draw an additional ghost card, move ghosties up, haunt villagers, roll the curse die, fun bad stuff like that. The Yin phase is followed (again, in regular play) by the Yang phase, in which you get to move your pawn and either use the villager power you land on, or try to exercise the ghosty in front of you. So in normal four player mode, all four players get both phases.
Except in two player, you get all four times worth of bad stuff, with only two times worth of good stuffs! Sure, you can occasionally use abilities from the two non-player boards, but that doesn't work out very often. So without a full compliment of good things that can happen, the game was pretty slanted straight down into hell. It definitely made me not want to try the solo play (right on the week I have time to try solo games!)
The second time we played two player, we did it our own way: we each played as two players. We both had assumed that this would be the official rule until we read it. So it felt much more balanced, getting four times the good along with four times the bad. We still didn't win! We were doing a little better at the beginning, keeping the villagers unhaunted, and killing off the ghosties as they came out, but a couple times when drawing the required ghost caused another, then ANOTHER ghost to come out, and all-of-a-sudden we were down to the big baddy. And he was really big and really bad. We actually got the last 10 ghosties on the board after him, so we actually lost on the ghost deck being expired.
Funny side note: The BFF always wants to play green in whatever game we are playing (I always want purple, if you're keeping score), but with all four times of playing Ghost Stories, we've handed out the boards completely randomly, like shuffled behind my back and tell me when to stop and tell me a number and I'll count from there, randomly. And every time he's gotten green. At least in the last game, he got to play something in addition to green, but green still came up for him first.
Green must want to play him, too.
Labels:
Game Every Weekend 2009,
game session,
GEW9,
Ghost Stories
Sunday, March 22
Ghost Stories Links
Monday, March 16
Ghost Story
Sunday we played two new games, Ghost Story and Zombiegeddon. Ghost Story was part of the last game order, waiting behind Dominion, Call of Cthlulu card game, and World of Warcraft miniatures to be played. Zombiegeddon was purchased Saturday night after seeing The Watchmen*, we love the theatre that's in the same mall as the big box hobby and game store, and the chain craft store.
The BFF and I both read through the rules (huge complaint on the white print on black background), and we checked out some videos for more clarification. The rules by themselves were a bit confusing, explaining things that hadn't happened yet, but we got them figured out. The bits are beautiful, with symbols instead of words, which is good and bad. It looks simple and no words to clutter up the art, but we had to keep looking up what the symbols mean. But it was our first couple of plays, we were just getting the symbols into our heads.
We played four player, The BFF, Rawk Star, Yehaw McK, and me, and it worked great with four. I honestly didn't take time to read the rules for 1-3 yet, but I imagine it will be a handicapped game.
We lost the first game. I should say we got creamed the first game! In your ghost deck, you put one random big bad ghosty in towards the bottom. The first game, we didn't get through 1/3 of the deck, never even saw the big baddy. The second game, we were killin' ghosts left and right, using our abilities to our best advantage, but getting so worn down...and then the big baddy came out, and he wasn't that big or that bad, and we actually won. It was a much uncelebrated win, we all felt like we hadn't won at all, and I still am thinking that we must have done something wrong to be able to kill the big bad guy so easily. But I guess it was just luck that we got an easy one, plus working well together to even get to him.
It is, in it's cooperativeness, much like Pandemic. You really have to work together to use everyone's abilities at the right time, and cooperatively plan ahead. It was a good gaming experience for the gamers playing. Great pretty bits, and a good solid game. With the different levels of difficulty, it will be a game that can come out a lot, I imagine.
*Mini Review: I loved the movie. I actually collected The Watchmen twenty years ago, waiting each month for the next one to come out. It was my first and only experience with being a comic book nerd, really, driving at least an hour to get the next one, waiting patiently for that next edition. Again, I loved the movie. It was like reading the comic with action between the cells. They were very true to the comic, it was much appreciated. One voice I had heard a little differently in my head than it ended up on the screen, but that's the beauty of getting to know characters on their own, letting them show themselves to you, before just watching and being told what the characters are.
The BFF and I both read through the rules (huge complaint on the white print on black background), and we checked out some videos for more clarification. The rules by themselves were a bit confusing, explaining things that hadn't happened yet, but we got them figured out. The bits are beautiful, with symbols instead of words, which is good and bad. It looks simple and no words to clutter up the art, but we had to keep looking up what the symbols mean. But it was our first couple of plays, we were just getting the symbols into our heads.
We played four player, The BFF, Rawk Star, Yehaw McK, and me, and it worked great with four. I honestly didn't take time to read the rules for 1-3 yet, but I imagine it will be a handicapped game.
We lost the first game. I should say we got creamed the first game! In your ghost deck, you put one random big bad ghosty in towards the bottom. The first game, we didn't get through 1/3 of the deck, never even saw the big baddy. The second game, we were killin' ghosts left and right, using our abilities to our best advantage, but getting so worn down...and then the big baddy came out, and he wasn't that big or that bad, and we actually won. It was a much uncelebrated win, we all felt like we hadn't won at all, and I still am thinking that we must have done something wrong to be able to kill the big bad guy so easily. But I guess it was just luck that we got an easy one, plus working well together to even get to him.
It is, in it's cooperativeness, much like Pandemic. You really have to work together to use everyone's abilities at the right time, and cooperatively plan ahead. It was a good gaming experience for the gamers playing. Great pretty bits, and a good solid game. With the different levels of difficulty, it will be a game that can come out a lot, I imagine.
*Mini Review: I loved the movie. I actually collected The Watchmen twenty years ago, waiting each month for the next one to come out. It was my first and only experience with being a comic book nerd, really, driving at least an hour to get the next one, waiting patiently for that next edition. Again, I loved the movie. It was like reading the comic with action between the cells. They were very true to the comic, it was much appreciated. One voice I had heard a little differently in my head than it ended up on the screen, but that's the beauty of getting to know characters on their own, letting them show themselves to you, before just watching and being told what the characters are.
Wednesday, February 11
Spore Creature Creator Video
Since I haven't posted a photo for a while, here's a Spore creature I made over the weekend.
It's a Killer Tangelo!
Tuesday, February 10
GEW9: Weekend Six / SSG@B&S
(That's Game Every Weekend 2009)
The BFF's son, Yehaw McK, was here for the weekend, and lots of gaming was done! There was a Magic tournament on Saturday that all four 'boys' were going to, and in preparation, there were a few practice games Friday evening to start the weekend. I am not a Magic player, I've tried it a couple times, I understand the concept, and have learned from trying it (as well as a couple other CCGs) that I do not enjoy deck building. If someone builds a deck for me in a CCG that I really like the concept of, like Deadlands, I'll definitely give it a go, but CCGs are not really for me.
So Saturday, after packing them each an awesome (if I do say so myself) snack bag of apple, box of animal crackers, package of cheese crackers, a couple string cheeses, a couple slim jims (none for the budding vegetarian), and a bottle of water, I sat down for a little Spore. OK, a lot of Spore. They were gone for HOURS! I've been concentrating on 'finishing' my first creature, he's in space, almost 3/4 'done'. Saturday, I did a few errands to raise enough bucks to increase my travel length and energy hold, and journeyed as close to the center of the universe as I could get. I did meet the Grox, and yes, they killed me. But one benefit to getting killed far away from home, you reappear back home. The guys all reappeared back home eventually, too, but none had won anything, which is surprising. Yehaw McK usually wins something in Magic tournaments, and often, a couple more do, too. The BFF consoled himself by buying Hunting which we'll have to try another weekend.
Sunday was our regular Second Sunday family gaming day, and The BFF and Yehaw McK had planned a nice Dungeons and Dragons day, but our printer wouldn't cooperate with the on-line creation sheets. So we switched to a card game day. We hadn't played Race For The Galaxy with five players yet, and we all enjoy that game. We also brought out Lord of the Fries, which I got for about six bucks a few weeks ago, when the 'other' Big Box Hobby and Gaming store had 75% off a few games.
Lord of the Fries was originally a Cheap Ass game (sorry, Mom, that's just their name). We have a few others on the shelf, but we haven't played many of them. I do love the cheapness and black-and-whiteness and lack-of-bit-ness of their games, such a change of pace from the heavy bits I usually love, I need to see about getting them to the table. This beautiful color version was put out by Steve Jackson games in cooperation with Cheap Ass games, and it has a lot of extras added beyond the original game. You are Zombies. What could be better than that? You are Zombies working in a fast food restaurant, feeding the humans, probably fattening up their brains for later consumption! There are eight different restaurant menus, all players (3-8) play off the same ones. You have to alter the deck (which are ingredients like meats, drinks, buns, sauce, etc) depending on which menu you're playing, so there are always some ingredients that are more rare for each menu. You deal out all the cards, 'make' the recipes on the menu, and the 'shift' is over when someone is out of cards. If you can't make the recipe called for, you give away a card, which is the biggest strategy in the game. In the beginning, you want to gather more cards to your own hand to be able to try for a bigger recipe (bigger recipe = more points!), but there is a time in the game that you don't want any more cards given to you, because the points in your hand count against the points you've earned from your recipes. We played a practice shift, and a whole game which consists of three shifts, and we all quite enjoyed it. Since two had never played before, we didn't use the timer, which is used to put a little pressure on the deciding player, deciding whether to roll for the recipe (when they would get all the cards that are passed), or pick a recipe they think no one else can make but them (then cards would pass to the left). We had all five of us playing only one of the 'shifts', and it sure does make a difference in how many cards you get, and how long it takes to get back to you. Since you only control the order being placed after you completed one, there are rounds that you don't get to put down too many points on the table at all. At one point, Rawk Star only had completed one menu item, with three cards, and he ran out of cards and stopped that round. He hadn't been able to make any more recipes, so he had given away all his cards. Very fun game! It played ok with three the first time we tried it, better with four or five, I will be excited to try it with six-eight sometime just for fun!
Gathering Storm, the expansion to Race For The Galaxy, adds a couple extra ways to get victory points, a solo game (which we haven't tried), and enough new worlds and other cards to play up to five players. The basic play of this game, if you haven't read about or played it yet, is you have a hand of cards, and you want to get some of them onto the table into your tableau, you also use your hand cards to 'pay' for what you bring out. Each turn is played in five stages, with a separate set of seven cards to determine what stage you want to play. This is a very cool game mechanic, and I don't know any other game that has something like this. Every player decides what stage they want to play in, and all put out their stage cards face down to be revealed at the same time when everyone is ready. All players get to play each stage that is revealed, but only the person(s) who played that particular stage card get to use the bonus for that stage. Even with five players, there were turns where only two of the five stages were able to be played, part of the strategy is trying to guess what stage everyone else is going to play. The cards you get into your tableau are going to give you victory points at the end, and/or give you an advantage during the game. The game stops at the turn that someone lays down their twelfth card, or someone picks up the last victory token (which we have never had happen in any of our games), and then everyone adds up their scores. The cards you bring to your tableau can work together in so many ways, the more expensive to bring out, the more they will probably help you. There are many strategies to play, mine is, see what starting world you get, and what you get in your first hand, and see how you can make it work together. I don't really enjoy trying to play military, but if that is what my starting world and starting hand lean towards, I have learned that I will get myself behind if I fight against my starting cards. And you can't get behind. It is a race after all. ;p
This is one of the best games I've ever played. It seems complicated at first with all the stages, they even give you huge cheat sheets to help you keep up, but it really ends up being much less complicated after you've played it a few times. The complexity is part of the beauty of it, trying for the most Alien cards, because you have the card that will give you bonus points for all of those Alien cards, but still trying to do it fast, because someone will definitely get twelve (or thirteen) in their tableau before you do! The BFF and son tried a modification after all of us who had to get up Monday morning had hit the hay, they went to sixteen in the tableau instead of twelve, and they enjoyed that as well.
The BFF's son, Yehaw McK, was here for the weekend, and lots of gaming was done! There was a Magic tournament on Saturday that all four 'boys' were going to, and in preparation, there were a few practice games Friday evening to start the weekend. I am not a Magic player, I've tried it a couple times, I understand the concept, and have learned from trying it (as well as a couple other CCGs) that I do not enjoy deck building. If someone builds a deck for me in a CCG that I really like the concept of, like Deadlands, I'll definitely give it a go, but CCGs are not really for me.
So Saturday, after packing them each an awesome (if I do say so myself) snack bag of apple, box of animal crackers, package of cheese crackers, a couple string cheeses, a couple slim jims (none for the budding vegetarian), and a bottle of water, I sat down for a little Spore. OK, a lot of Spore. They were gone for HOURS! I've been concentrating on 'finishing' my first creature, he's in space, almost 3/4 'done'. Saturday, I did a few errands to raise enough bucks to increase my travel length and energy hold, and journeyed as close to the center of the universe as I could get. I did meet the Grox, and yes, they killed me. But one benefit to getting killed far away from home, you reappear back home. The guys all reappeared back home eventually, too, but none had won anything, which is surprising. Yehaw McK usually wins something in Magic tournaments, and often, a couple more do, too. The BFF consoled himself by buying Hunting which we'll have to try another weekend.
Sunday was our regular Second Sunday family gaming day, and The BFF and Yehaw McK had planned a nice Dungeons and Dragons day, but our printer wouldn't cooperate with the on-line creation sheets. So we switched to a card game day. We hadn't played Race For The Galaxy with five players yet, and we all enjoy that game. We also brought out Lord of the Fries, which I got for about six bucks a few weeks ago, when the 'other' Big Box Hobby and Gaming store had 75% off a few games.
Lord of the Fries was originally a Cheap Ass game (sorry, Mom, that's just their name). We have a few others on the shelf, but we haven't played many of them. I do love the cheapness and black-and-whiteness and lack-of-bit-ness of their games, such a change of pace from the heavy bits I usually love, I need to see about getting them to the table. This beautiful color version was put out by Steve Jackson games in cooperation with Cheap Ass games, and it has a lot of extras added beyond the original game. You are Zombies. What could be better than that? You are Zombies working in a fast food restaurant, feeding the humans, probably fattening up their brains for later consumption! There are eight different restaurant menus, all players (3-8) play off the same ones. You have to alter the deck (which are ingredients like meats, drinks, buns, sauce, etc) depending on which menu you're playing, so there are always some ingredients that are more rare for each menu. You deal out all the cards, 'make' the recipes on the menu, and the 'shift' is over when someone is out of cards. If you can't make the recipe called for, you give away a card, which is the biggest strategy in the game. In the beginning, you want to gather more cards to your own hand to be able to try for a bigger recipe (bigger recipe = more points!), but there is a time in the game that you don't want any more cards given to you, because the points in your hand count against the points you've earned from your recipes. We played a practice shift, and a whole game which consists of three shifts, and we all quite enjoyed it. Since two had never played before, we didn't use the timer, which is used to put a little pressure on the deciding player, deciding whether to roll for the recipe (when they would get all the cards that are passed), or pick a recipe they think no one else can make but them (then cards would pass to the left). We had all five of us playing only one of the 'shifts', and it sure does make a difference in how many cards you get, and how long it takes to get back to you. Since you only control the order being placed after you completed one, there are rounds that you don't get to put down too many points on the table at all. At one point, Rawk Star only had completed one menu item, with three cards, and he ran out of cards and stopped that round. He hadn't been able to make any more recipes, so he had given away all his cards. Very fun game! It played ok with three the first time we tried it, better with four or five, I will be excited to try it with six-eight sometime just for fun!
Gathering Storm, the expansion to Race For The Galaxy, adds a couple extra ways to get victory points, a solo game (which we haven't tried), and enough new worlds and other cards to play up to five players. The basic play of this game, if you haven't read about or played it yet, is you have a hand of cards, and you want to get some of them onto the table into your tableau, you also use your hand cards to 'pay' for what you bring out. Each turn is played in five stages, with a separate set of seven cards to determine what stage you want to play. This is a very cool game mechanic, and I don't know any other game that has something like this. Every player decides what stage they want to play in, and all put out their stage cards face down to be revealed at the same time when everyone is ready. All players get to play each stage that is revealed, but only the person(s) who played that particular stage card get to use the bonus for that stage. Even with five players, there were turns where only two of the five stages were able to be played, part of the strategy is trying to guess what stage everyone else is going to play. The cards you get into your tableau are going to give you victory points at the end, and/or give you an advantage during the game. The game stops at the turn that someone lays down their twelfth card, or someone picks up the last victory token (which we have never had happen in any of our games), and then everyone adds up their scores. The cards you bring to your tableau can work together in so many ways, the more expensive to bring out, the more they will probably help you. There are many strategies to play, mine is, see what starting world you get, and what you get in your first hand, and see how you can make it work together. I don't really enjoy trying to play military, but if that is what my starting world and starting hand lean towards, I have learned that I will get myself behind if I fight against my starting cards. And you can't get behind. It is a race after all. ;p
This is one of the best games I've ever played. It seems complicated at first with all the stages, they even give you huge cheat sheets to help you keep up, but it really ends up being much less complicated after you've played it a few times. The complexity is part of the beauty of it, trying for the most Alien cards, because you have the card that will give you bonus points for all of those Alien cards, but still trying to do it fast, because someone will definitely get twelve (or thirteen) in their tableau before you do! The BFF and son tried a modification after all of us who had to get up Monday morning had hit the hay, they went to sixteen in the tableau instead of twelve, and they enjoyed that as well.
Labels:
Game Every Weekend 2009,
GEW9,
SSGatBandS
Monday, February 2
Super WoW Review
#1 I don't I would have liked or even understood the game if I had never played the online MMORPG. I will even go a step further and say that if you've never played it online, you may even want to skip this review, as I would definately NOT recommend this game to you.
WoW is known for it's artwork and details, and that's the first thing you notice on the box, and the insides are even better. The core set, which is what we got, has everything needed for both players to start (it's only a two player game, tho I would guess that expansions could add more players). There is one of three random boards, and three random characters each, in two of three teams, Horde, Allaince, and Monster. We hot Horde and Monster, and a green foresty playing board. I wish we would have gotten the cool iced fucia board, it was purty.
Each of the six total game characters that you get have a card to represent them, with stats and specials, and two cards of things they can use, a weapon, instant action, buff, or heal ability. In one of the ways to add to your game, you can get extra cards for their abilities, and make your own 'deck' for each of your characters. Some cards are unique to the type of team, or to the species, or to the specific character (that might only be for the Legendary characters), and other cards could be used by anyone.
Whenyou buy more boosters, you get more cards, and I can really see how you could make a great team with abilities that really compliment their strengths.
The figs themselves are just georgeous! Very detailed and painted so well they don't look machine made. Since we got Monster, we could recognize things we had actually fought against in the game, like a harvest gollum, very cool. The figs have separate bases that are intended to go together. With maybe half of our figs, the dude went into the base just fine, but the others just wouldn't stay, so we abandoned the bases after a while. The bad part about this, is that one of the things that you keep track of with the base is the health, which can fluctuate every turn. We ended up having to use other means, which was annoying. The other thing you keep track of with the base is the round that the character can next play. This worked well, we just set the base next to the card for the character, but still would have been better if it was attached to the fig!
The round, and counting the round is the most unique thing about this game. Most of the other parts reminded us of Battle Lore, or other games, but we've never seen this technique. The BFF pointed out that this makes the board game more like the MMORPG. What happens is that when your little dude does something, anything, he has to 'pay' for it by clicking ahead on the round counter, and then he has to wait until that round to do anything else. Did that make sense? Well, it took me a few times to hear this before it sunk in. There are spaces marking 1-10 across the top of the board, telling you which round you're on. When you use a weapon, it would cost 2-4 'clicks' (depending on how powerful it is), so if you used the weapon on round 3, and it cost 2 clicks to perform the action, you move it to 5, and that character cannot do another action until you have gotten to round 5.
And remember to click it before you do the action! It's way too easy to forget, but it was our first time.
Our game went well, we both enjoyed the game play of it. Like most games when we're trying out the starter set, I wished for more choices of cards and characters, but I really see the potential in this. The BFF let me play Monsters, because he thought that would be the stronger team (he always wants me to win the first time we play to make sure that I want to play again-which is funny, because him winning just makes me want to play again more so I can beat him!) The Monster team should have been stronger, but my Legendary Drunken Panda couldn't roll for crap, and gave the other team double points when he was killed. '<
Overall, it's a keeper. Even though I can see it getting expensive with buying more boosters! At least each booster has the same team, which helps grow the troops. I want to figure out how to get another board without having to buy another whole starter set, I want that iced fucia!!!
Edit 2-4-9: I confused myself with the title, but I figured it out, this is the game we played during the Super Bowl!
WoW is known for it's artwork and details, and that's the first thing you notice on the box, and the insides are even better. The core set, which is what we got, has everything needed for both players to start (it's only a two player game, tho I would guess that expansions could add more players). There is one of three random boards, and three random characters each, in two of three teams, Horde, Allaince, and Monster. We hot Horde and Monster, and a green foresty playing board. I wish we would have gotten the cool iced fucia board, it was purty.
Each of the six total game characters that you get have a card to represent them, with stats and specials, and two cards of things they can use, a weapon, instant action, buff, or heal ability. In one of the ways to add to your game, you can get extra cards for their abilities, and make your own 'deck' for each of your characters. Some cards are unique to the type of team, or to the species, or to the specific character (that might only be for the Legendary characters), and other cards could be used by anyone.
Whenyou buy more boosters, you get more cards, and I can really see how you could make a great team with abilities that really compliment their strengths.
The figs themselves are just georgeous! Very detailed and painted so well they don't look machine made. Since we got Monster, we could recognize things we had actually fought against in the game, like a harvest gollum, very cool. The figs have separate bases that are intended to go together. With maybe half of our figs, the dude went into the base just fine, but the others just wouldn't stay, so we abandoned the bases after a while. The bad part about this, is that one of the things that you keep track of with the base is the health, which can fluctuate every turn. We ended up having to use other means, which was annoying. The other thing you keep track of with the base is the round that the character can next play. This worked well, we just set the base next to the card for the character, but still would have been better if it was attached to the fig!
The round, and counting the round is the most unique thing about this game. Most of the other parts reminded us of Battle Lore, or other games, but we've never seen this technique. The BFF pointed out that this makes the board game more like the MMORPG. What happens is that when your little dude does something, anything, he has to 'pay' for it by clicking ahead on the round counter, and then he has to wait until that round to do anything else. Did that make sense? Well, it took me a few times to hear this before it sunk in. There are spaces marking 1-10 across the top of the board, telling you which round you're on. When you use a weapon, it would cost 2-4 'clicks' (depending on how powerful it is), so if you used the weapon on round 3, and it cost 2 clicks to perform the action, you move it to 5, and that character cannot do another action until you have gotten to round 5.
And remember to click it before you do the action! It's way too easy to forget, but it was our first time.
Our game went well, we both enjoyed the game play of it. Like most games when we're trying out the starter set, I wished for more choices of cards and characters, but I really see the potential in this. The BFF let me play Monsters, because he thought that would be the stronger team (he always wants me to win the first time we play to make sure that I want to play again-which is funny, because him winning just makes me want to play again more so I can beat him!) The Monster team should have been stronger, but my Legendary Drunken Panda couldn't roll for crap, and gave the other team double points when he was killed. '<
Overall, it's a keeper. Even though I can see it getting expensive with buying more boosters! At least each booster has the same team, which helps grow the troops. I want to figure out how to get another board without having to buy another whole starter set, I want that iced fucia!!!
Edit 2-4-9: I confused myself with the title, but I figured it out, this is the game we played during the Super Bowl!
Sunday, February 1
GEW9
The BFF twittered* this week: "Declaring '09 "Games Every Weekend 09." CoC CCG, Gametap, Zombie RPG's, party games, L4D, game convos, and other sorts of extreme nerditry." To which I whole heartedly agreed! Being this is only the fourth weekend of the year, I think I/we have successfully gamed every weekend so far, especially since he's adding computer games in there. With also the added bonus, that since he only works four days a week, Monday is still officially 'the weekend'. ;p
So thanks to a couple '$10 off a purchase of $30 or more' coupons, we each purchased a game yesterday at our local Big Box Hobby and Gaming store. (I don't need to give them extra advertising by mentioning their name, I do prefer to support local shops, but you can't turn down a free $10) The BFF picked up World of Warcraft minis, and I bought Humans!!! in my never ending quest to own all games Zombie related!
We plan to game this afternoon, or as he put it, play a game during the stupid-bowl, so we'll have to see whose game gets played first!
*Yes, I twitter too, but not as well as he. Feel free to follow either of us if you are in the twitterverse.
So thanks to a couple '$10 off a purchase of $30 or more' coupons, we each purchased a game yesterday at our local Big Box Hobby and Gaming store. (I don't need to give them extra advertising by mentioning their name, I do prefer to support local shops, but you can't turn down a free $10) The BFF picked up World of Warcraft minis, and I bought Humans!!! in my never ending quest to own all games Zombie related!
We plan to game this afternoon, or as he put it, play a game during the stupid-bowl, so we'll have to see whose game gets played first!
*Yes, I twitter too, but not as well as he. Feel free to follow either of us if you are in the twitterverse.
Labels:
Game Every Weekend 2009,
GEW9,
purchase
Saturday, January 17
Party on, Gayme!
About exactly a year ago, the BFF suggested we make a gaming resolution for the new year: to refrain from making any game purchases in 2008. Guess how long THAT lasted??
Well, we actually did pretty good for a couple months, maybe even four or five, but we HAD to get Zombie Clowns!!! And, yes, we've picked up a few more than that.
But between the holiday game buying, gift received, and after-holiday sales, I would be comfortable making THIS year's gaming resolution not buying more party games, we are pleasantly well stocked.
The latest in the collection is Gift Trap. I fell in love with this game maybe a year and a half ago, when I saw Scott (Board Games withScott) review it. The game play sounded pretty good, nice family party game. But what really excited me were the awesome BITS! Every player (3-8) gets an adorable little gift bag filled with their game pieces, two plastic "gifts" one to represent gifts you gave, and one that looks open to represent the gifts you got, and several cardboard markers.
Well, we actually did pretty good for a couple months, maybe even four or five, but we HAD to get Zombie Clowns!!! And, yes, we've picked up a few more than that.
But between the holiday game buying, gift received, and after-holiday sales, I would be comfortable making THIS year's gaming resolution not buying more party games, we are pleasantly well stocked.
The latest in the collection is Gift Trap. I fell in love with this game maybe a year and a half ago, when I saw Scott (Board Games withScott) review it. The game play sounded pretty good, nice family party game. But what really excited me were the awesome BITS! Every player (3-8) gets an adorable little gift bag filled with their game pieces, two plastic "gifts" one to represent gifts you gave, and one that looks open to represent the gifts you got, and several cardboard markers.
Wednesday, January 7
I finally like Risk
One of the cool things about my new iTouch, is the game apps that are available. Many are free, and a lot of the pay-for games have a free component to try before you buy. Since the BFF has had his iTouch for a few months, he had already downloaded several games and lots of other apps that all put themselves on my Touch when I first plugged it in, and now I'm sorting out which ones I will actually use.
One app I found on my Touch was Lux Touch, and the first time I opened it, I could't figure out what it was. I'm glad I gave it another chance before deleting it, as I discovered it is a solo Risk-type game.
Ask anyone who's ever played Risk what is the worst part about the game, and I'll bet they say the length!! It can take forever for it to get back to your turn, not to mention how long it takes to do all the die rolls!
Now imagine there are a mere seconds between your turns, even with four other players. The computer invisibly rolls all the dice, and destroyed armies just magically disappear.
I've only beat the computer once, but isn't that the case with solitaire? I have to say, when I'm just wanting a quick time-killer, I often click on this one. The whole game of Risk in just a few minutes, and no worry of someone tipping over the board in frustration.
One app I found on my Touch was Lux Touch, and the first time I opened it, I could't figure out what it was. I'm glad I gave it another chance before deleting it, as I discovered it is a solo Risk-type game.
Ask anyone who's ever played Risk what is the worst part about the game, and I'll bet they say the length!! It can take forever for it to get back to your turn, not to mention how long it takes to do all the die rolls!
Now imagine there are a mere seconds between your turns, even with four other players. The computer invisibly rolls all the dice, and destroyed armies just magically disappear.
I've only beat the computer once, but isn't that the case with solitaire? I have to say, when I'm just wanting a quick time-killer, I often click on this one. The whole game of Risk in just a few minutes, and no worry of someone tipping over the board in frustration.
Friday, January 2
Best...Calendar...EVER
So I realized I've been remiss in plugging the BFF's new blog! He is always finding cool free things out there on the interwebs, and on his blog, he posts one or two each day!
His 'thing' today is an awesome meeple pdf calendar!
His 'thing' today is an awesome meeple pdf calendar!
Thursday, January 1
Farming in the New Year!
I've really been enjoying the Agricola posts over on the blog Playing with Myself (and loving the blog name too), where the writer tells of his solo gaming in the Adventures of Johan.
In a tiny tribute, I present the story of:
Renee and Ayesha
In the end, they realized they could have turned their clay nook into a stone mansion instead of letting a couple of the youngsters race canoes, and they had way more reeds saved up than they would ever need, now that the chillins' were heading off on to their own lives, but they had a happy life, and now Renee and Ayesha are ready to retire.
Monday, December 29
X-mas Game
A few weeks back, before Thanksgiving even, I had a notion to make up a game for the family to play on Christmas day. The idea started also as an excuse to make gingerbread people (meeple?) or houses. Maybe points would be counted with M&Ms, and at the end of the game everyone should have a pile of candy, and then I'd bring out the cookie making stuff. And after we baked the cookie people, we could use them in the second part of the game, where we would take damage by eating our cookie (that part completely stolen from Run for Your Life, Candyman!).
But that game plan was a bit too big, and as most ideas do, it went through many various incarnations, and ended up being an idea about asking questions. Maybe Christmassy/Holiday type questions, maybe family trivia, maybe a combination, but I really didn’t want to ask family members “what was your best (or worst) gift you received” that could cause unnecessary hurt feelings, so I started thinking of maybe a more generic question answering type game.
And then I listened to The Speil holiday podcast, where they talked about Say Anything, and Good Question, and I realized that I didn’t need to make up my own game, one of these party games was going to be just what I was looking for, and much less work on my part.
I had already heard some buzz about Say Anything, we’ve played Wits-n-Wagers many times, and Cluzzle once, all three designed and sold by North Star Games, but I really wanted to get Good Question for Christmas gaming. (I figured we'd buy Say Anything later, too) So I started looking, and realized it wasn't one I was likely to find in town. Of course, I waited until almost the last minute to realize this, and more importantly, what this meant, which is that if I wanted it, I would have to order it online!
The big online stores didn't have it, and the game stores I checked out (sponsors of my favorite gaming podcasts) didn't ship quick enough. I told you I waited until the last minute! Then I saw an ad on BGG for Boards & Bits, and it appeared that their shipping would get the game to me in time, but fed'ex disagreed. (I think in my haste, I misread their shipping times)
So finishing the last minute shopping Monday night (I was really behind on everything this year!), we found Say Anything, and since I figured I'd eventually buy it anyway, I picked it up for our Christmas game. It was great fun, and was easy to teach, just like the box said. Plus, my parents got us Imaginiff, which we also played. The two went well together, both party games, both with some crazy questions or answers.
And Good Question came today! So now my Christmas game is three!
Other gifty-goodness: my kids each got D&D 4.0 books and minis, which they loved; they also got some Hero Clix, and my little munchkin got The Good, The Bad, and The Munchkin; we got my folks Family Fluxx, which I hear they've already played; and I got a very cool old book called The Boardgame Book, which appears to be part history, part rules.
But that game plan was a bit too big, and as most ideas do, it went through many various incarnations, and ended up being an idea about asking questions. Maybe Christmassy/Holiday type questions, maybe family trivia, maybe a combination, but I really didn’t want to ask family members “what was your best (or worst) gift you received” that could cause unnecessary hurt feelings, so I started thinking of maybe a more generic question answering type game.
And then I listened to The Speil holiday podcast, where they talked about Say Anything, and Good Question, and I realized that I didn’t need to make up my own game, one of these party games was going to be just what I was looking for, and much less work on my part.
I had already heard some buzz about Say Anything, we’ve played Wits-n-Wagers many times, and Cluzzle once, all three designed and sold by North Star Games, but I really wanted to get Good Question for Christmas gaming. (I figured we'd buy Say Anything later, too) So I started looking, and realized it wasn't one I was likely to find in town. Of course, I waited until almost the last minute to realize this, and more importantly, what this meant, which is that if I wanted it, I would have to order it online!
The big online stores didn't have it, and the game stores I checked out (sponsors of my favorite gaming podcasts) didn't ship quick enough. I told you I waited until the last minute! Then I saw an ad on BGG for Boards & Bits, and it appeared that their shipping would get the game to me in time, but fed'ex disagreed. (I think in my haste, I misread their shipping times)
So finishing the last minute shopping Monday night (I was really behind on everything this year!), we found Say Anything, and since I figured I'd eventually buy it anyway, I picked it up for our Christmas game. It was great fun, and was easy to teach, just like the box said. Plus, my parents got us Imaginiff, which we also played. The two went well together, both party games, both with some crazy questions or answers.
And Good Question came today! So now my Christmas game is three!
Other gifty-goodness: my kids each got D&D 4.0 books and minis, which they loved; they also got some Hero Clix, and my little munchkin got The Good, The Bad, and The Munchkin; we got my folks Family Fluxx, which I hear they've already played; and I got a very cool old book called The Boardgame Book, which appears to be part history, part rules.
Sunday, December 21
Birthday Farming
You see here the final score, which I shouldn't even document because the BFF, in a rare feat, beat me! ;p Rawk Star did really well building his farm, and had more spaces covered in the end than either I or the BFF did, but he mis-managed his food, and ended up with a couple begging cards, which messed him up.
I'm excited to score more games with this great little app!
Saturday, December 20
Happy Birthday to Me!
Am I too old to be excited about my birthday? Maybe. I am the answer to the universe and everything PLUS the second number in the Fibonacci series old...is that too old to care?
Maybe it's because my birthday is so close to Christmas, I've always promoted my birthday, so it doesn't get lost in all the holiday cheer.
What does my birthday have to do with gaming?? My birthday gift from my wonderful BFF (that's Boy Friend Forever) is an iPod touch generation 2 (which is actually better than his, because his is only generation 1), and there are some great little games and applications that are exciting!
I've been playing a lot of Poker Quest (yes, I opened my gift early!), and trying out all the free trials of games that I can find. On The Spiel podcast, their recent holiday gift guide, they mentioned a couple cool apps, including one to score your game (scroll down to Technology/Gadgets) that I want to try out.
Now, I can be cool like the BFF and bring dice to any game right on my iTouch!
Maybe it's because my birthday is so close to Christmas, I've always promoted my birthday, so it doesn't get lost in all the holiday cheer.
What does my birthday have to do with gaming?? My birthday gift from my wonderful BFF (that's Boy Friend Forever) is an iPod touch generation 2 (which is actually better than his, because his is only generation 1), and there are some great little games and applications that are exciting!
I've been playing a lot of Poker Quest (yes, I opened my gift early!), and trying out all the free trials of games that I can find. On The Spiel podcast, their recent holiday gift guide, they mentioned a couple cool apps, including one to score your game (scroll down to Technology/Gadgets) that I want to try out.
Now, I can be cool like the BFF and bring dice to any game right on my iTouch!
Tuesday, December 16
SSG@B&S: December
We had a full house this month, as the BFF’s son, Yehaw McK, was able to join us for the first time, both of my kids were home, and my parents came down also. That makes a total of seven. And boy, do we need a bigger table!
Other game days we've played a longer, geekier game and a party game that's maybe short enough to play a couple times, and this month's game day was no exception.
We started with Killer Bunnies and the Journey to Jupiter the board game, which says it plays up to six, but there weren't specific pieces for the six, and there are lots of cards, so we figured we could do seven. We have been late to the KB extravaganza, and have only started collecting and playing Killer Bunnies and the Quest for the Magic Carrot earlier this year. The card game, we have blue, yellow, red, and violet so far. On the new board game, only the blue and yellow, ie, the starter. Not being experts on the card game, with the average plays around the table being maybe 2, and the rules for the board game being the same as for the card game for the first part, we got off to a slow start. The BFF had asked me to also read the rules, but unfortunately, I hadn't had time to. Having more than one person understanding the rules, and not having to actually read the rules at the table would have been nice.
Now, I know that a lot of game teachers say not to read the rules at the table, and I would definitely agree for teaching at a con. But sometimes at our house, the reading of the rules is part of the fun, especially when it's just the BFF and I learning a new game.
So Killer Bunnies board game didn't go so great on the first play, but I attribute that mostly to us all learning at the same time, there were too many stops to look things up and too many little things we got wrong along the way. We also wondered if just the blue and yellow together was a little defense-lite, we remembered that in the card game, the red deck brought more defense.
I'll definitely play this again, after more thorough read through of the rules, and probably a few less people.
After eating, we went for a much lighter game, also new from the big box, Zombie Fluxx. We actually did a few hands of Zombie and a few more of regular Fluxx, without mixing them together. Fluxx is the perfect simple game for this sized group. We laughed a lot playing this, and the earlier grumpiness was wiped away! Especially with the Zombie version, when the rule came out that everyone had to moan when they drew a Zombie Creeper card!
Other game days we've played a longer, geekier game and a party game that's maybe short enough to play a couple times, and this month's game day was no exception.
We started with Killer Bunnies and the Journey to Jupiter the board game, which says it plays up to six, but there weren't specific pieces for the six, and there are lots of cards, so we figured we could do seven. We have been late to the KB extravaganza, and have only started collecting and playing Killer Bunnies and the Quest for the Magic Carrot earlier this year. The card game, we have blue, yellow, red, and violet so far. On the new board game, only the blue and yellow, ie, the starter. Not being experts on the card game, with the average plays around the table being maybe 2, and the rules for the board game being the same as for the card game for the first part, we got off to a slow start. The BFF had asked me to also read the rules, but unfortunately, I hadn't had time to. Having more than one person understanding the rules, and not having to actually read the rules at the table would have been nice.
Now, I know that a lot of game teachers say not to read the rules at the table, and I would definitely agree for teaching at a con. But sometimes at our house, the reading of the rules is part of the fun, especially when it's just the BFF and I learning a new game.
So Killer Bunnies board game didn't go so great on the first play, but I attribute that mostly to us all learning at the same time, there were too many stops to look things up and too many little things we got wrong along the way. We also wondered if just the blue and yellow together was a little defense-lite, we remembered that in the card game, the red deck brought more defense.
I'll definitely play this again, after more thorough read through of the rules, and probably a few less people.
After eating, we went for a much lighter game, also new from the big box, Zombie Fluxx. We actually did a few hands of Zombie and a few more of regular Fluxx, without mixing them together. Fluxx is the perfect simple game for this sized group. We laughed a lot playing this, and the earlier grumpiness was wiped away! Especially with the Zombie version, when the rule came out that everyone had to moan when they drew a Zombie Creeper card!
Labels:
card game,
Game Day,
game session,
SSGatBandS
Sunday, December 14
After Shock: No Agricola
So I waited until the deadline day to volunteer to teach Agricola. at the Nuke Con After Shock 2008.3, which was Tuesday, and the rest of the week found some free time to reread some of the rules, dig through the cards as there were still some I hadn't seen before, type up some notes, and Friday night re-watched the Board Games with Scott video on Agricola.
And no one signed up.
I even for a while put my cool jars of bits up on the sign up counter for enticement, but no takers. Oh, well.
I joined a few others in a cooperative game of A Touch of Evil, The Supernatural Game instead. We played cooperatively, and we creamed the bad guy. I even got in the last punch. But, honestly, the other three really, REALLY weakened the monster before my puny dice rolls got into play. He had twenty-two wounds to take, and by the time it was my turn to charge, he was down to just a couple wounds.
I also played Pandemic, three player, twice. We lost big time first, and won big time the second time. Both games seemed really unbalanced, but in opposite ways. It just depends on where the cards lay.
Also learned and played for the first time la Harve, created by the same designer who did Agricola. Very nice game, like Agricola in many ways, resource gathering, planning ahead, many steps to some things you want to do or buy, and victory points. Different in that there are way more resources, each resource can 'level up', actions are played on buildings that you or the town buy and then anyone can use (usually for pay) the building to do the action the building provides. The three guys I played with had all played together a few times, and were very kind to the beginner. I got a score that they said was in par with their first plays, so I wasn't too disappointed, and their scores were the highest they'd ever gotten, which I'd like to take a little credit for. ;p There are many buildings to come out, and since every building had victory points, I was trying to buy as many as possible, and the guys didn't mention 'till the end that usually all the buildings don't get bought, I just assumed we all try to buy the better buildings and keep buying 'till they're gone! Very fun and intricate game. The resource refreshing is random every game, and the number of players definitely would change how the game goes. There's only seven total actions in each round (and you feed after every round), so in a four player game, someone only gets one action per round. Some of the things that happen at round end, ie how much to feed, when buildings and ships come out, if there is a harvest or not, these things all change depending on the number of players as well. I do think it had 1-5, so it must have a solo element as well. I don't think I need to buy this one, yet, but only because I think we have many more games of Agricola in store at home before bringing this one home. I would like to play it a few more times though! I'm not sure if it's out in the US yet, we played from an Australian version picked up at Essen.
And no one signed up.
I even for a while put my cool jars of bits up on the sign up counter for enticement, but no takers. Oh, well.
I joined a few others in a cooperative game of A Touch of Evil, The Supernatural Game instead. We played cooperatively, and we creamed the bad guy. I even got in the last punch. But, honestly, the other three really, REALLY weakened the monster before my puny dice rolls got into play. He had twenty-two wounds to take, and by the time it was my turn to charge, he was down to just a couple wounds.
I also played Pandemic, three player, twice. We lost big time first, and won big time the second time. Both games seemed really unbalanced, but in opposite ways. It just depends on where the cards lay.
Also learned and played for the first time la Harve, created by the same designer who did Agricola. Very nice game, like Agricola in many ways, resource gathering, planning ahead, many steps to some things you want to do or buy, and victory points. Different in that there are way more resources, each resource can 'level up', actions are played on buildings that you or the town buy and then anyone can use (usually for pay) the building to do the action the building provides. The three guys I played with had all played together a few times, and were very kind to the beginner. I got a score that they said was in par with their first plays, so I wasn't too disappointed, and their scores were the highest they'd ever gotten, which I'd like to take a little credit for. ;p There are many buildings to come out, and since every building had victory points, I was trying to buy as many as possible, and the guys didn't mention 'till the end that usually all the buildings don't get bought, I just assumed we all try to buy the better buildings and keep buying 'till they're gone! Very fun and intricate game. The resource refreshing is random every game, and the number of players definitely would change how the game goes. There's only seven total actions in each round (and you feed after every round), so in a four player game, someone only gets one action per round. Some of the things that happen at round end, ie how much to feed, when buildings and ships come out, if there is a harvest or not, these things all change depending on the number of players as well. I do think it had 1-5, so it must have a solo element as well. I don't think I need to buy this one, yet, but only because I think we have many more games of Agricola in store at home before bringing this one home. I would like to play it a few more times though! I'm not sure if it's out in the US yet, we played from an Australian version picked up at Essen.
Labels:
Agricola,
convention,
Game Day,
game session,
la Harve,
Pandemic
Monday, November 24
A Nice Stack
Zombie Fluxx
Race For The Galaxy; The Gathering Storm (expansion)
Cthulhu Rising
Killer Bunnies and the Journey to Jupiter (the board game)
Mutant Chronicles
A Touch Of Evil, The Supernateral Game
The BFF (that's Boy Friend Forever) ordered this fine stack o' games with birthday money. Yeah, his birthday was the end of August and he ordered these just a coupe days after. But one of the games hadn't officially come out at that time, so we knew the games wouldn't be shipped until that last game had come out.
We've read through some of the rules, and yes, we've played one already! That's a post for another day.
Sunday, November 23
Saturday, November 22
Thursday, November 20
Rapid Recall
The other game that we played at this month’s family game day was Rapid Recall. This game is definitely in the Party Game category, playing with two teams of at least two, and could have many more. One thing we like in a party game is something that doesn’t HAVE to have even numbers on the teams. Since we’re mostly playing just for fun, we don’t get bent out of shape over teams, and always try to mix up who’s on which team.
Rapid Recall is one of the variations of Password, as in “Everyone loves Password, how can we change it just enough to make a new game of it?” Taboo is a good example of this. Rapid Recall is not.
In Rapid Recall, one team member has a list of words, and gives clues to his/her team, but the team doesn’t shout out the answers, they instead throw a chip into the chip bowl when they think they know the answer. After the timed period of clue giving and chip throwing, there is a separate timed period (and second timer) for the team members to rapidly recall all the answers they thought they knew, and take a chip from the bowl to signify they got the answer. If they miss any, then the other team also has a timed period to try to remember the answers, also taking the left over chips. The game is won when one team has enough chips to fill up their side of the board.
I think the concept is actually kinda good, but I think the execution is what kinda breaks this game. Team members tried to coach each other to remember the answers they had thrown their chip in for, which works in theory, but when others start listing words, it’s easy to forget what words you were trying to remember. Sometimes different team members thought of different answers for the same chip, and the rules say only the first answer counts (like if the answer was supposed to be flower, and they answer rose instead), so there was a little scuffling if someone answered quicker and wrong. It was also very difficult to get momentum back if it was lost, especially for the second team to try to venture guesses. If there was any discussion at all, we’d all get off track, then you can’t remember anything!
I would rearrange the concept a bit and try it again. Here’s my idea of better mechanics to the good concept:
Everyone plays for themselves. Players take turns around the table reading the clues, and everyone has a turn giving clues (once or twice around depending on how many people you have). All other players are the guessers and like in the real rules, they throw in a chip when they think they know the answer, and the giving of clues and throwing in of chips is still timed. Then on to the guessing of clues, which will not be timed, but will go in turn around the table, starting with the player on the clue giver’s left. Each player makes a guess or passes, and if they got one of the words, they take a chip, and play continues around the table until either all the chips are gone or all players pass in turn. You don’t have to only guess the answers you personally put in, and similar answers can still be guessed. How many chips each player gets each round is added up, and after everyone has had a turn (or two) giving clues, the winner is whoever has the most chips, representing the most correct answers. You’ll have to make sure to keep guessing chips and scoring chips separate, which could be done using the two different colors that came with the game, or after each clue giving round, the number of correct answers everyone has is just written down. That might be easier.
I think this would be fun in the guessing and remembering parts, and there will definitely be a benefit to being the person on the clue giver’s left. The most recent answer will probably be on the tip of the tongue, no matter who threw in the chip. Or players might try to only remember their own answers, but by the time it gets to them, their answers were already given. It could be a fun party ruckus.
I picked up this game at a thrift store, Extreeme Artist and I love to go thrifting, and I always look for games. Unfortunately, the one brand of thrift store we usually go to because of it’s better hours, is the one that prices games a bit higher than the others. But I guess $2 or $4, a game for under five bucks is a good bargain even if you end up only playing it once. That being said, I still want to get my money’s worth, and besides playability, I’m usually checking for good bits.
This game has very interesting bits, two colors of plastic chips (which do rather resemble a puffy Dorito); three cups to hold the chips, two triangle ones that are the same colors as the chips, and one larger one to throw the chips into; the board with triangles of the same colors with a hole in the center to set the larger cup into; two sand timers of different time; the box of questions; and the device to put the question card into, which has a handy sliding arrow to mark which words have been guessed. All these bits would have many uses, counting games with little ones, markers for other games, guitar picks, cups for actual chips, you get the idea. And another box of words for whatever other Password-like game you like to play.
Hmmm, you could use the sliding arrow card holder to check off your grocery items…
Rapid Recall is one of the variations of Password, as in “Everyone loves Password, how can we change it just enough to make a new game of it?” Taboo is a good example of this. Rapid Recall is not.
In Rapid Recall, one team member has a list of words, and gives clues to his/her team, but the team doesn’t shout out the answers, they instead throw a chip into the chip bowl when they think they know the answer. After the timed period of clue giving and chip throwing, there is a separate timed period (and second timer) for the team members to rapidly recall all the answers they thought they knew, and take a chip from the bowl to signify they got the answer. If they miss any, then the other team also has a timed period to try to remember the answers, also taking the left over chips. The game is won when one team has enough chips to fill up their side of the board.
I think the concept is actually kinda good, but I think the execution is what kinda breaks this game. Team members tried to coach each other to remember the answers they had thrown their chip in for, which works in theory, but when others start listing words, it’s easy to forget what words you were trying to remember. Sometimes different team members thought of different answers for the same chip, and the rules say only the first answer counts (like if the answer was supposed to be flower, and they answer rose instead), so there was a little scuffling if someone answered quicker and wrong. It was also very difficult to get momentum back if it was lost, especially for the second team to try to venture guesses. If there was any discussion at all, we’d all get off track, then you can’t remember anything!
I would rearrange the concept a bit and try it again. Here’s my idea of better mechanics to the good concept:
Everyone plays for themselves. Players take turns around the table reading the clues, and everyone has a turn giving clues (once or twice around depending on how many people you have). All other players are the guessers and like in the real rules, they throw in a chip when they think they know the answer, and the giving of clues and throwing in of chips is still timed. Then on to the guessing of clues, which will not be timed, but will go in turn around the table, starting with the player on the clue giver’s left. Each player makes a guess or passes, and if they got one of the words, they take a chip, and play continues around the table until either all the chips are gone or all players pass in turn. You don’t have to only guess the answers you personally put in, and similar answers can still be guessed. How many chips each player gets each round is added up, and after everyone has had a turn (or two) giving clues, the winner is whoever has the most chips, representing the most correct answers. You’ll have to make sure to keep guessing chips and scoring chips separate, which could be done using the two different colors that came with the game, or after each clue giving round, the number of correct answers everyone has is just written down. That might be easier.
I think this would be fun in the guessing and remembering parts, and there will definitely be a benefit to being the person on the clue giver’s left. The most recent answer will probably be on the tip of the tongue, no matter who threw in the chip. Or players might try to only remember their own answers, but by the time it gets to them, their answers were already given. It could be a fun party ruckus.
I picked up this game at a thrift store, Extreeme Artist and I love to go thrifting, and I always look for games. Unfortunately, the one brand of thrift store we usually go to because of it’s better hours, is the one that prices games a bit higher than the others. But I guess $2 or $4, a game for under five bucks is a good bargain even if you end up only playing it once. That being said, I still want to get my money’s worth, and besides playability, I’m usually checking for good bits.
This game has very interesting bits, two colors of plastic chips (which do rather resemble a puffy Dorito); three cups to hold the chips, two triangle ones that are the same colors as the chips, and one larger one to throw the chips into; the board with triangles of the same colors with a hole in the center to set the larger cup into; two sand timers of different time; the box of questions; and the device to put the question card into, which has a handy sliding arrow to mark which words have been guessed. All these bits would have many uses, counting games with little ones, markers for other games, guitar picks, cups for actual chips, you get the idea. And another box of words for whatever other Password-like game you like to play.
Hmmm, you could use the sliding arrow card holder to check off your grocery items…
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